diff options
author | Joerg Mueller <nexyon@gmail.com> | 2011-08-07 15:54:58 +0400 |
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committer | Joerg Mueller <nexyon@gmail.com> | 2011-08-07 15:54:58 +0400 |
commit | 2d884fc035d403d43c7a18e3e61cd56ccdfbec2b (patch) | |
tree | 2548dcfbb52370618d1f255f57e65bcf1cbb49a4 /source/gameengine/Converter/KX_ConvertActuators.cpp | |
parent | 4370099fb0bc1bdd21f78b14a91a1d8eb76e1bc1 (diff) |
3D Audio GSoC:
* Pepper depends on ffmpeg 0.7.1 or higher now, windows and mac build systems set to ffmpeg-0.8
* Fixed orientation retrieval in OpenAL device code.
* Added stopAll() method to AUD_IDevice (also for Python) and call it on BGE exit
* Changed BGE to use audaspace via native C++ instead over the C API.
* Made AUD_SequencerFactory and AUD_SequencerEntry thread safe.
* Changed sound caching into a flag which fixes problems on file loading, especially with undo.
* Removed unused parameter from sound_mute_scene_sound
* Fixed bug: changing FPS didn't update the sequencer sound positions.
* Fixed bug: Properties of sequencer strips weren't set correctly.
* Minor warning fixes.
Diffstat (limited to 'source/gameengine/Converter/KX_ConvertActuators.cpp')
-rw-r--r-- | source/gameengine/Converter/KX_ConvertActuators.cpp | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/source/gameengine/Converter/KX_ConvertActuators.cpp b/source/gameengine/Converter/KX_ConvertActuators.cpp index a06e16b2f1d..7b9cba7770b 100644 --- a/source/gameengine/Converter/KX_ConvertActuators.cpp +++ b/source/gameengine/Converter/KX_ConvertActuators.cpp @@ -388,7 +388,7 @@ void BL_ConvertActuators(char* maggiename, { bSound* sound = soundact->sound; bool is3d = soundact->flag & ACT_SND_3D_SOUND ? true : false; - AUD_Sound* snd_sound = NULL; + AUD_Reference<AUD_IFactory> snd_sound; KX_3DSoundSettings settings; settings.cone_inner_angle = soundact->sound3D.cone_inner_angle; settings.cone_outer_angle = soundact->sound3D.cone_outer_angle; @@ -406,7 +406,7 @@ void BL_ConvertActuators(char* maggiename, "\" has no sound datablock." << std::endl; } else - snd_sound = sound->playback_handle; + snd_sound = *reinterpret_cast<AUD_Reference<AUD_IFactory>*>(sound->playback_handle); KX_SoundActuator* tmpsoundact = new KX_SoundActuator(gameobj, snd_sound, |